Hi
I was wondering if any one could give an Idiots guide to adding and deleting road vehicles to routes in TS 2014 is it as simple as doing it in MSTS which I was bought up with,I've had that sim since 2004.
there all you have to do is open up the route folder add s and sd files to the shapes folder and the ace file texture folder,then go to the carspawner and add the vehicle to it.
But I haven't a clue how to do it in TS 2014,hence the request.
Mike
Adding Road Vehicles to TS an idiots guide please
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michaelhendle
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Re: Adding Road Vehicles to TS an idiots guide please
No, it is not simple like MSTS - the road vehicles are part of the road sections, i.e. some road sections include traffic, some are left hand drive, some right hand. So to add traffic to your existing route you need to dig up the roads and re-lay them with suitable new ones. On top of which you don't get any real choice as to which traffic runs on the road, that is built in as well unless you want to dig into modifying files.michaelhendle wrote:Hi
I was wondering if any one could give an Idiots guide to adding and deleting road vehicles to routes in TS 2014 is it as simple as doing it in MSTS which I was bought up with,I've had that sim since 2004.
there all you have to do is open up the route folder add s and sd files to the shapes folder and the ace file texture folder,then go to the carspawner and add the vehicle to it.
But I haven't a clue how to do it in TS 2014,hence the request.
Mike
Mike
Mike in OZ - Author of TS-Tools & Route-Riter.
http://www.agenetools.com
I'm not arguing (just explaining why I'm right).
http://www.agenetools.com
I'm not arguing (just explaining why I'm right).
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michaelhendle
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Re: Adding Road Vehicles to TS an idiots guide please
Hi Mike,
I think I will give that a miss then,that's way over my head.
Mike
I think I will give that a miss then,that's way over my head.
Mike
Mike
Ex South African Railways Employee,My favorite loco is a SAR\SAS 25C Condensing Locomotive
Ex South African Railways Employee,My favorite loco is a SAR\SAS 25C Condensing Locomotive
- eyore
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Re: Adding Road Vehicles to TS an idiots guide please
Adding road vehicles is not too hard, as long as they are your own vehicles and you're adding them to your own road loft, the difficulty comes when you try to add vehicles to someone else's road lofts.
Which are you trying to do?
Which are you trying to do?
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michaelhendle
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Re: Adding Road Vehicles to TS an idiots guide please
Hi Phil
I noticed in some of the BR Blue era routes the busses used were to modern,I wanted to swap them for busses more suitable for the era,and also the cars.
Mike
I noticed in some of the BR Blue era routes the busses used were to modern,I wanted to swap them for busses more suitable for the era,and also the cars.
Mike
- eyore
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Re: Adding Road Vehicles to TS an idiots guide please
OK, you want to change an existing road/vehicle combination. That's the hard one!
I've never done it, but, I think you need to locate the "Vehicle Properties" blueprint, then, in there, find the geometry ID reference and substitute it with a new .geopcdx file of the vehicle you want to add. Not easy, but doable. The problems I foresee are, any update will overwrite your work with the original data and you can't guarantee (until you try it) that the vehicle geopcdx file is orientated the correct way.
This link http://forums.uktrainsim.com/viewtopic. ... it=vehicle might help you understand how the vehicle blueprints work, if you decide to give it a go.
I've never done it, but, I think you need to locate the "Vehicle Properties" blueprint, then, in there, find the geometry ID reference and substitute it with a new .geopcdx file of the vehicle you want to add. Not easy, but doable. The problems I foresee are, any update will overwrite your work with the original data and you can't guarantee (until you try it) that the vehicle geopcdx file is orientated the correct way.
This link http://forums.uktrainsim.com/viewtopic. ... it=vehicle might help you understand how the vehicle blueprints work, if you decide to give it a go.
- Acorncomputer
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Re: Adding Road Vehicles to TS an idiots guide please
I have been creating some of my own roads recently and then adding some traffic and generally I have done quite well, even to the extent of creating a model of my own car which now happily runs around amongst the buses and lorries.
Road making is fairly straightforward but adding vehicles is not so easy.
You really need two versions of your vehicle, one when it is parked with the wheel spokes visible and headlights not on at night and then the moving version that has blurred spokes (to look like the wheels are in motion) and headlights at night.
I am going from memory here (not near my TS3014 computer) ... each vehicle requires the usual Vehicle Blueprint and for those in motion, a further blueprint detailing the properties of the vehicle. Then we have Traffic Control Blueprints in which the various vehicle property blueprints are linked for those that you want to be spawned, and here you will specify the characteristics of the traffic, and then in the road blueprint the Traffic Controller blueprint that you want to use is linked.
I think that is correct, and it does all seem to work in the end and once set up you can create quite a mix of traffic on similar types of roads. As an aside, the spawning process seems erratic as on some occasions a particular road will show the correct traffic flow as soon as you run the program but on other occasions you can wait forever to see a vehicle. Re-starting TS2014 seems to sort this out but it is a bit of a nuisance when building a route.
This is all very good if you can create your own models but I can see quite a lot of problems if trying to change existing blueprints. With links required between several blueprints, changes in one would require corresponding changes in others. Changes like this would also be reflected in every route that used the roads perhaps resulting in modern buses running in an early route or something like that and, inevitably, changes like this will be 'corrected' at the next verification by Steam. New blueprints could be created from existing ones, which would solve the overwriting by 'Steam' problem, but the other challenges still exist as regards proper linking.
I am sure that it is possible to play with the traffic without having to create models from scratch but I am not sure that an 'Idiot's Guide' can be written to do this, or at least I would not want to try and write it
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Road making is fairly straightforward but adding vehicles is not so easy.
You really need two versions of your vehicle, one when it is parked with the wheel spokes visible and headlights not on at night and then the moving version that has blurred spokes (to look like the wheels are in motion) and headlights at night.
I am going from memory here (not near my TS3014 computer) ... each vehicle requires the usual Vehicle Blueprint and for those in motion, a further blueprint detailing the properties of the vehicle. Then we have Traffic Control Blueprints in which the various vehicle property blueprints are linked for those that you want to be spawned, and here you will specify the characteristics of the traffic, and then in the road blueprint the Traffic Controller blueprint that you want to use is linked.
I think that is correct, and it does all seem to work in the end and once set up you can create quite a mix of traffic on similar types of roads. As an aside, the spawning process seems erratic as on some occasions a particular road will show the correct traffic flow as soon as you run the program but on other occasions you can wait forever to see a vehicle. Re-starting TS2014 seems to sort this out but it is a bit of a nuisance when building a route.
This is all very good if you can create your own models but I can see quite a lot of problems if trying to change existing blueprints. With links required between several blueprints, changes in one would require corresponding changes in others. Changes like this would also be reflected in every route that used the roads perhaps resulting in modern buses running in an early route or something like that and, inevitably, changes like this will be 'corrected' at the next verification by Steam. New blueprints could be created from existing ones, which would solve the overwriting by 'Steam' problem, but the other challenges still exist as regards proper linking.
I am sure that it is possible to play with the traffic without having to create models from scratch but I am not sure that an 'Idiot's Guide' can be written to do this, or at least I would not want to try and write it
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Geoff Potter
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
Now working on my Bluebell Railway route for TS2022
RISC OS - Now Open Source
